FindSoldierByProfileID fix: check last soldier in player team

RenderOverheadOverlays fix: last soldier in player team
StartInterrupt fix: all interrupts in original interrupt system start as hidden and revealed later if soldier decides something
StartInterrupt fix: don't show hidden interrupt
DeductPoints, ResolvePendingInterrupt, StartInterrupt: MAX_NUM_SOLDIERS fix
SoldierCollapse: replace chosen one if soldier is collapsed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8259 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2016-06-25 09:44:25 +00:00
parent fea2a0d12b
commit b1eb11941a
5 changed files with 38 additions and 22 deletions
+1 -2
View File
@@ -1165,7 +1165,6 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart
pTile = &( gSmTileDB[ pNode->usIndex ] );
sX = sTempPosX_S;
sY = sTempPosY_S - sHeight;
//dnl ch82 081213
sY = sTempPosY_S;
if(gTileDatabase[pNode->usIndex].uiFlags & IGNORE_WORLD_HEIGHT)
@@ -1395,7 +1394,7 @@ void RenderOverheadOverlays()
//SOLDIER OVERLAY
if( gfTacticalPlacementGUIActive )
{ //loop through only the player soldiers
end = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
end = gTacticalStatus.Team[ OUR_TEAM ].bLastID + 1;
}
else
{ //loop through all soldiers.